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 Weapons.... 
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Joined: Sat Oct 29, 2011 12:39 pm
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I've seen people complain that the Quasi-Chaotic blasters are weak considering the amount of upkeep they have vs the Thetas and their upkeep. Heavy-Quasi's=427 attack-1.25bil upkeep vs Heavy Theta=358 attack-260mil. IMO the weapons chain is the worst, coz there is 14 weapons tiers and each new researched weapon in attack isn't much different to the last (especially the att structures,the mines). All the weps from the Autocannon to the Heavy mass driver are useless,see atleast with the heavy mass driver u get a total of 56 att if u equip all 8, and 56 extra att is good for a very low rank 15 and less. My suggestion is to increase the att of each weapon and make it a bigger difference with each tier,and not just that get rid of the autocannon and the H. autocannon,start with the light mass driver but give it 7 attack instead of 5 and start from there increasing the att of each wep. Thnx :)

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Tue Jan 17, 2012 1:11 pm
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i think the autocannons were put in so players could get weapons without actually 'researching' anything. same with the first scanners and stuff. originally they werent there, and small ships didnt have any modules to install. theyre still good placeholders for people who want to go with modules over crew...

but i agree... the heavy quasichaotics should be much more intimidating... 5x more upkeep so at least increase the attack gap by 2x (so it would be LQCB- 424, QCB- 460, HQCB- 502.) i think that would be much more attractive for the upkeep cost (at least to me) than just the bonus 72 attack from heavy thetacron to heavy quasi.

In addition, we need extensions to all tiers of research. Including scan and cloak, with new scan and cloak buildings. I started playing a year after this game's release, and i've just about finished the research tree. just proxyuniverse reactors left. and to me, that should have been impossible. It seems that the only purpose of research is just to suppliment the income of the player. Yes, we have the base branch now... but after a while it just requires so much research for so little payoff its not even worth it. and i realize thats an opinion and we technically have something to spend research on. but the fact remains that its rather easy to get all of the possible modules researched. i personally have very low research for this reason (only about 7000 at rank 500, half of which is comprised of scientists), and i dont intend to colonize any more research planets simply because theres no purpose.

But thats besides the point. i agree with increasing the attack from quasis, but for removing autocannons and bumping all the attack up, i'm gonna have to disagree. mainly because dan is trying to slow people down from leveling, and more attack (especially a massive boost when you take into account increasing all the weapon tiers attack at the end) would cause people to rank faster, and force him to work harder creating content for both high ranks and low ranks.

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Tue Jan 17, 2012 9:03 pm
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I agree with what u are saying, and thnx for agreeing to part of my idea.

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Tue Jan 17, 2012 9:23 pm
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Post 
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Last edited by Zargor on Wed Jan 18, 2012 10:54 pm, edited 1 time in total.



Wed Jan 18, 2012 2:59 pm
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Couldn't space out the numbers more than that,i had it spaced out then they just went together.

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Wed Jan 18, 2012 3:01 pm
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Zargor wrote:
Vekno wrote:
But thats besides the point. i agree with increasing the attack from quasis, but for removing autocannons and bumping all the attack up, i'm gonna have to disagree. mainly because dan is trying to slow people down from leveling, and more attack (especially a massive boost when you take into account increasing all the weapon tiers attack at the end) would cause people to rank faster, and force him to work harder creating content for both high ranks and low ranks.


I still agree with this bit but to a certain point. See u would have to increase the attack of each tier by much. I think if the autocannon/H.autocannon where to stay in the game increase the attack on them, make the autocannon have 3 attack and the Heavy Autocannon have 5. The reason for the H.autocannon having 5 attack is well it really should have more so do all the others. Here is the list of weapons and there improved attack.
WEAPON: SIZE: ATT:

Medium Autocannon 3 2
Heavy Autocannon 4 4

Light Mass Driver 5 6
Medium Mass Driver 6 8
Heavy Mass Driver 7 10

Light Laser Cannon 9 15
Medium Laser Cannon 10 18
Heavy Laser Cannon 11 21

Light Ion Cannon 13 28
Medium Ion Cannon 14 32
Heavy Ion Cannon 15 36

Light Plasma Cannon 17 46
Medium Plasma Cannon 18 51
Heavy Plasma Cannon 19 56

Light Phase Cannon 21 70
Medium Phase Cannon 22 79
Heavy Phase Cannon 23 87

Light Graviton Shearer 25 100
Medium Graviton Shearer 26 115
Heavy Graviton Shearer 27 130

Light Disruptor Cannon 29 145
Medium Disruptor Cannon 30 157
Heavy Disruptor Cannon 31 169

Light Quantum Devastator 33 182
Medium Quantum Devastator 34 199
Heavy Quantum Devastator 35 211

Light Singularity Launcher 37 227
Medium Singularity Launcher 38 240
Heavy Singularity Launcher 39 255

Light Antiproton Cannon 41 275
Medium Antiproton Cannon 42 289
Heavy Antiproton Cannon 43 304

Light Null Ray 45 346
Medium Null Ray 46 388
Heavy Null Ray 47 428

Light Thetacron Cannon 49 479
Medium Thetacron Cannon 50 521
Heavy Thetacron Cannon 51 566

Light Quasi-Chaotic Blaster 53 612
Medium Quasi-Chaotic Blaster 54 669
Heavy Quasi-Chaotic Blaster 55 719

I think that would make it a lot better. Size can be increased to since so many high ranks have tons of ship-bots to spare.

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Wed Jan 18, 2012 3:07 pm
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I'd definitely like to see more research tiers added, especially for shields. I've maxed out everything except for base research, and i've already got the first tier of Hyperlogistics. More tiers would give me something to work towards again, and give high level players some new toys.

There have been threads about hybrid techs that I liked the sound of as well, such as energy-absorbing hull platings that give you small energy recharges when your hull is hit.

I'd also like to see completely new tech fields. Resurrecting yet another idea, people have talked about adding fighters as an extra way to customise and improve your ship. You could have to choose between fighters that provide a defensive screen, or bombers that boost your attack. You could even have ECM fighters that boost your cloak or ECCM fighters that boost your scan. Fighters have been a very popular idea for a long time with numerous threads. Now is as good a time as any to resurrect them.

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Wed Jan 18, 2012 6:51 pm
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Matress_of_evil wrote:
I'd definitely like to see more research tiers added, especially for shields. I've maxed out everything except for base research, and i've already got the first tier of Hyperlogistics. More tiers would give me something to work towards again, and give high level players some new toys.

There have been threads about hybrid techs that I liked the sound of as well, such as energy-absorbing hull platings that give you small energy recharges when your hull is hit.

I'd also like to see completely new tech fields. Resurrecting yet another idea, people have talked about adding fighters as an extra way to customise and improve your ship. You could have to choose between fighters that provide a defensive screen, or bombers that boost your attack. You could even have ECM fighters that boost your cloak or ECCM fighters that boost your scan. Fighters have been a very popular idea for a long time with numerous threads. Now is as good a time as any to resurrect them.


I understand all that and i know shields should have more tiers added but the weapons tier needs an improvement,if u were to add more guns it would add to the problem, with the attack being low and them having high upkeep. And u didn't even say somthing about my idea whether u like or agree with it. And @Vekno yes people might rank faster with the guns having better attack but everyone benefits from it, this is somthing that needs doing and yes people have suggested more researched tiers in this case more guns, well with this idea we won't need any for a while or Dan wouldn't add many guns to this. And it's not just that the Mines (attack structure) have low attack too. Now Matress while those ideas are good i think they shold be put into a seperate thread.

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Wed Jan 18, 2012 10:06 pm
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technically attack structures have the same values as the defensive structures. the only difference is that the orbital mass disruptor has a -30% debuff against attack, whereas the ion storm charge only has a -15% debuff. But the point of suggesting new tiers as opposed to changing the current values, is that we already have all the weapons researched. a change in attack would only make our ships better, without making us work for anything. While i would absolutely love more attack, i would also like more modules to research. as you said, the quasichaotic blasters suck. i completely agree. but if new tiers were added, not only would we have to research them, but perhaps they could fix the attack value issue killing two birds with one stone.

plus, the nice thing about adding new tiers to the weapon and shield chain is that we would get NEW buildings with higher values. i think the current defensive buildings are fine with their current values. but i would also like to see new structures able to be built. but, i will stick by my original argument. i think quasis should be fixed to get double the value increases, but the rest of the weapon tiers are fine and should remain the same. a change to all the weapon tiers would, as youve shown, give a massive boost to the top tiers, making it much easier to kill npcs and players, thus level quicker. and although that would be wonderful for players, it would suck for dan. especially with people like binary man who still manage to level exceptionally fast with the current roadblocks currently in the game.

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Wed Jan 18, 2012 10:40 pm
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Vekno wrote:
While i would absolutely love more attack, i would also like more modules to research. But perhaps they could fix the attack value issue killing two birds with one stone.


I agree with this part, i think Dan should make more weapons tiers and fix the attack values. See another thing is the H. disruptor cannon has 133 attack while the H. quantum devastator has 168,not much difference at all. IMO the H. quantum devastator should have atleast 20 more attack.

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Wed Jan 18, 2012 11:02 pm
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